Changes

→‎Refactoring: + un-hardcode shops
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* ☐ Add unique item keys and allow custom spritesheets per item. This would eliminate the current complexities with adding custom items to Stardew Valley, make code much more readable, simplify troubleshooting mod errors, and make it possible to support any item type in cases like sending mail. See the [https://gist.github.com/Pathoschild/92d1fcb7c2ffeb7e1461c242cdb025e2 detailed proposal doc].
 
* ☐ Add unique item keys and allow custom spritesheets per item. This would eliminate the current complexities with adding custom items to Stardew Valley, make code much more readable, simplify troubleshooting mod errors, and make it possible to support any item type in cases like sending mail. See the [https://gist.github.com/Pathoschild/92d1fcb7c2ffeb7e1461c242cdb025e2 detailed proposal doc].
 
* ☐ Change all <code>const</code> fields to <code>static readonly</code>. They're accessed the same way and the performance difference is negligible, but that'll make the decompiled code much easier to understand, and avoid issues where const values get 'baked in' to mod assemblies.
 
* ☐ Change all <code>const</code> fields to <code>static readonly</code>. They're accessed the same way and the performance difference is negligible, but that'll make the decompiled code much easier to understand, and avoid issues where const values get 'baked in' to mod assemblies.
 +
* ☐ Move shop inventories into a data asset so mods can easily change them (e.g. <code>"<shop id>": "item_id quantity_available [required_mail_flag]/..."</code>).
    
==Completed items==
 
==Completed items==
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